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Please help! My character is infinately jumping.

Discussion in '2D' started by chaukletx, Jul 1, 2020.

  1. chaukletx

    chaukletx

    Joined:
    Jul 1, 2020
    Posts:
    2
    So i followed this tutorial:

    and i did everything he said however my character can infinatly jump as much as you want....

    using UnityEngine;
    using UnityEngine.Events;

    public class CharacterController2D : MonoBehaviour
    {
    [SerializeField] private float m_JumpForce = 10000000000000000f; // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
    [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
    [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
    [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
    [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching

    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded; // Whether or not the player is grounded.
    const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true; // For determining which way the player is currently facing.
    private Vector3 m_Velocity = Vector3.zero;

    [Header("Events")]
    [Space]

    public UnityEvent OnLandEvent;

    [System.Serializable]
    public class BoolEvent : UnityEvent<bool> { }

    public BoolEvent OnCrouchEvent;
    private bool m_wasCrouching = false;

    private void Awake()
    {
    m_Rigidbody2D = GetComponent<Rigidbody2D>();

    if (OnLandEvent == null)
    OnLandEvent = new UnityEvent();

    if (OnCrouchEvent == null)
    OnCrouchEvent = new BoolEvent();
    }

    private void FixedUpdate()
    {
    bool wasGrounded = m_Grounded;
    m_Grounded = false;

    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    // This can be done using layers instead but Sample Assets will not overwrite your project settings.
    Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
    for (int i = 0; i < colliders.Length; i++)
    {
    if (colliders.gameObject != gameObject)
    {
    m_Grounded = true;
    if (!wasGrounded)
    OnLandEvent.Invoke();
    }
    }
    }


    public void Move(float move, bool crouch, bool jump)
    {
    // If crouching, check to see if the character can stand up
    if (!crouch)
    {
    // If the character has a ceiling preventing them from standing up, keep them crouching
    if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
    {
    crouch = true;
    }
    }

    //only control the player if grounded or airControl is turned on
    if (m_Grounded || m_AirControl)
    {

    // If crouching
    if (crouch)
    {
    if (!m_wasCrouching)
    {
    m_wasCrouching = true;
    OnCrouchEvent.Invoke(true);
    }

    // Reduce the speed by the crouchSpeed multiplier
    move *= m_CrouchSpeed;

    // Disable one of the colliders when crouching
    if (m_CrouchDisableCollider != null)
    m_CrouchDisableCollider.enabled = false;
    } else
    {
    // Enable the collider when not crouching
    if (m_CrouchDisableCollider != null)
    m_CrouchDisableCollider.enabled = true;

    if (m_wasCrouching)
    {
    m_wasCrouching = false;
    OnCrouchEvent.Invoke(false);
    }
    }

    // Move the character by finding the target velocity
    Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
    // And then smoothing it out and applying it to the character
    m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

    // If the input is moving the player right and the player is facing left...
    if (move > 0 && !m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    // Otherwise if the input is moving the player left and the player is facing right...
    else if (move < 0 && m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    }
    // If the player should jump...
    if (m_Grounded && jump)
    {
    // Add a vertical force to the player.
    m_Grounded = false;
    m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));

    }
    }


    private void Flip()
    {
    // Switch the way the player is labelled as facing.
    m_FacingRight = !m_FacingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
    }
    }



    ===This is the character controller==
    using TMPro;
    using UnityEngine;

    public class playermovement : MonoBehaviour
    {

    public CharacterController2D controller;
    public Animator animator;
    private bool isGrounded;
    public float time;
    public float runSpeed = 40f;
    float horizontalmove = 0f;
    bool jump = false;



    // Update is called once per frame



    void Update()
    {

    horizontalmove = Input.GetAxisRaw("Horizontal") * runSpeed;

    animator.SetFloat("Speed", Mathf.Abs(horizontalmove));

    if (Input.GetButtonDown("jump"))

    {

    jump = true;
    animator.SetBool("IsJumping", true);



    }
    }

    public void Onlanding()
    {

    animator.SetBool("IsJumping", false);

    }






    void FixedUpdate()

    {



    // move our character ()
    controller.Move(horizontalmove * Time.fixedDeltaTime, false, jump);

    jump = false;
    }
    }

    ===This is my player movement===


    if someone could show me where im going wrong it would be greatly appretiated :)
     
  2. raarc

    raarc

    Joined:
    Jun 15, 2020
    Posts:
    535
    switch this code

    Code (CSharp):
    1. if (Input.GetButtonDown("jump") && jump == false)
    2.  
    3. {
    4.  
    5. jump = true;
    6. animator.SetBool("IsJumping", true);
    7.  
    8.  
    9.  
    10. }
    11. }
    12.  
    13. public void Onlanding()
    14. {
    15. jump = false;
    16. animator.SetBool("IsJumping", false);
    17.  
    18. }
     
  3. chaukletx

    chaukletx

    Joined:
    Jul 1, 2020
    Posts:
    2
    Thanks so much man. Worked instantly.